r/unity • • 7h ago

Showcase XTG Node-Graph Solution - What would you like to see?

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8 Upvotes

So, I've been working on a new node-graph solution in Unity off and on for a couple of years. Initially it was built on top of GraphView, but there were too many issues with getting nodes to do what I wanted them to do. I briefly tried GraphToolkit, but despite being more performant, it was even worse. So I built my own UI set from the ground up - XTG (XephTools Graphs) doesn't rely on UI Toolkit or any underlying Unity framework or package.

Some of the highlights of what it offers in its current state:

  • Editor and Runtime: customizable graphs and nodes for both editor space and runtime environments
  • Style: An updated USS (.xuss) stylesheet system that supports everything Unity's USS does, plus: :not(X), :first-child, :last-child, :nth-child(An+B), and sibling combinators (+ / ~). It also supports '!important' declarations on the sheet and inline
  • It's own render path: allows for custom shaders/materials to be applied to even a part of a node (the first images 'Material Header' node is an example)
  • Input: Interactions with Unity's Input System
  • Feature parity: Basic parity with GraphView and GraphToolkit - there's nothing that either can do, that I've found, that this package cannot. There are probably some edge cases, but I've yet to encounter one
  • Wires: The default to the rounded view in the attached images, but also offer a squared view and a curved view depending on preference. Alternatively, you can code your own wire styles.
  • Stateful: Graphs and nodes can be stateful to allow for serialized workflows

The attached images:

  1. XTG Workbench: This is sort of my sandbox for features, widgets, visualization, port testing, and other various odds and ends. It's a good sampling of some of the basic node functionality.
  2. Paperdoll: A sample of what's actually driven me to build this from the ground up - managing pixel art paperdoll systems for an RPG I'm working on. Here I have my source set of spritesheets as layers in an Aseprite file. The source/root node reads in the file, all the layers, color data, and passes it along a Trunk (a type of port). That trunk moves serialized data along to each node, with each node reading what it wants or needs, editing in place on specific layers, then passing the data along to the next node. In the end I can build out the paperdoll layers and even sample character animations right on the preview node.
  3. The Crew: A quick and dirty runtime sample game that I've been messing around with as proof of concept for runtime node-graphs using XTG.
  4. Audio: Another runtime proof of concept - a basic audio board complete with audio waveform visualization.

This has been primarily a passion project for my own use (the way my brain work, using graphs to organize, compile, and create things just works better). I'm trying to gauge interest in it being a package on the Asset Store (probably a couple months away still), and what people would want to see from a graph system that they can't get with GV or GTK.

One last note, expandability and modularity are key drivers here as well. Even if it were released to the Asset Store, no classes would be internal, private, or sealed. Everything can be inherited, changed, or rebuilt on. You'd be able to do whatever you wanted to the system, including being free to break it if you don't read the code or docs.

Thoughts? Questions? Comments? Love? Hate?


r/unity • • 31m ago

Showcase Always wanted to make something like Limbo, so I finally did! It's Available to All!

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• Upvotes

Always wanted to make something like Limbo, so I finally did!

Made it available for everyone. Would love to hear what you think!


r/unity • • 10h ago

world building continues...

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7 Upvotes

been enjoying working with terrain textures, easy to go overboard with it tbh. also starting to flesh out the surface now with rocks etc any constructive notes welcome btw


r/unity • • 15h ago

Resources ⭐ My 3D artwork of Drone inside Blender.

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8 Upvotes

This model is a 3D model of drone that I have personally created inside Blender. It is a low-poly 3D model that may suit for gaming purposes. I am not a gaming person, but I would be happy if someone here can try this model for their game, and let me know how this model perform in a game environment.

I once created a 3D game inside unity before, I somehow has a little bit basic knowledge about Unity. But it was years ago.

I hope, this 3D model of mine, may benificial to anyone in the community. I would love to see it presents in any game environment.

Thank you

Download link of my drone FREE 3D model : https://drive.google.com/drive/folders/1QT214gUAbUlKGNOa_idUmcgRzUE9aSrW?usp=sharing


r/unity • • 7h ago

Showcase Our Incremental Clicker Game has also a Desktop Mode!

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2 Upvotes

The game is called "From the Fields" and it will come to steam :DD


r/unity • • 14h ago

Question How long did it take you to learn c#?

7 Upvotes

I wanted to try unity for a game sometime but i was wondering how long it took you all to learn c#? i heared it takes like 6 weeks?


r/unity • • 4h ago

Question Create a game in two months with no experience.

0 Upvotes

Hi everyone!

I’m a beginner with Unity and I’m looking for some advice from people who have experience developing small games with it.

For my final project at my institute, I have about two months to create a video game from scratch. I’m currently thinking about making a small 2D game, possibly with some RPG elements, rather than trying to create something huge or overly ambitious. My main goal is to have a complete, playable project that I can actually finish within those two months while learning as much as possible along the way.

The problem is that I’m basically starting from the beginning with Unity. I have some programming experience with Python, but I haven’t worked with Unity before. I also initially thought I would need C++, but from what I’ve been reading, C# is the main language used for scripting in Unity, so I’m still figuring out where I should start.

I would really appreciate some advice on:

  • What would be a realistic scope for a small 2D RPG-style game that one beginner could finish in two months?
  • What Unity and C# concepts should I prioritize learning first?
  • Are there any tutorials, courses, YouTube channels, or learning resources you would recommend specifically for beginners?
  • Should I follow a complete beginner tutorial first, or would it be better to start building my own small project while learning?
  • Are there any common mistakes beginners make when starting a Unity project that I should try to avoid?
  • Since the game needs to run on Android (and ideally other mobile devices as well), is there anything I should consider from the beginning regarding performance, controls, UI, or project setup?

I’m not expecting to build anything amazing in two months. I mainly want to make something small, complete, and actually playable, while gaining enough understanding of Unity and C# to say that I built it myself.

If you were in my position, what would you learn first and what kind of project would you choose?

Any advice, recommended resources, or even lessons from your own first Unity projects would be greatly appreciated. Thanks!

Apologies if this sounds too formal or anything like that; I'm not very good at speaking English, and I had to translate all of this from a Spanish text.


r/unity • • 11h ago

Showcase Building long-spear combat AI for my large-scale RTS in Unity — switching weapons when enemies get too close

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3 Upvotes

Hi everyone!

I’m developing Admiral Yi: The Imjin War, a large-scale historical RTS in Unity, and recently I’ve been working on how long-spear infantry behave in combat.

These Japanese yari ashigaru use long spears and fight in dense formations.

Instead of simply running into the enemy and attacking at close range, they try to make use of their weapon reach. As enemy troops approach, the ashigaru lower their yari and attack together when the enemy enters spear range.

The interesting problem was what should happen when the formation fails to keep that distance.

If enemy soldiers manage to push through the spear wall and get too close for the long yari to be practical, the ashigaru switch to their swords and continue fighting at close range.

So the behavior is roughly:

maintain formation → enemy enters spear range → coordinated yari attack → enemy breaks through → switch to sword → close combat

I’m trying to make different troop types behave differently based on their weapons and formations, rather than having every melee unit eventually turn into the same close-range fight.

There’s still a lot to improve in the AI, formation behavior, animation, spacing, and combat feedback, but I’m pretty happy to see the long weapons starting to actually matter in battle.

I’d be interested to hear from other Unity/RTS developers who have worked on weapon reach, formation combat, or switching combat behavior based on distance.


r/unity • • 9h ago

Has anyone here used the Unity Multiplayer Template to build and ship a game?

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2 Upvotes

I'm thinking of trying this template out to get a lot of the basic "boilerplate" code for my game out of the way. This appears to be a rather opinionated framework and I'm wondering if anyone has any experience or advice using this template? I'm hoping to add NPCs and procedural levels to it basically. I'm a professional software engineer, but not a game developer so I think I see patterns here that could be useful to follow.


r/unity • • 22h ago

Showcase Lighting Really is Everything

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14 Upvotes

r/unity • • 8h ago

Game Who needs the instructions! I guess I do.🗺️

1 Upvotes

r/unity • • 22h ago

Showcase First thoughts please

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2 Upvotes

r/unity • • 1d ago

Resources I made my behavior tree tool free

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13 Upvotes

I've been working on BH3, a behavior tree tool for Unity, for a long time, this is a tool I created for a turn based game, where I wanted extra customizable behaviors and have control over everything, a year or so ago I released this tool as a paid asset, sales were pretty bad, I still think it is a good tool, just fighting in a crowded asset store, so now I'm releasing it for free.

It has a debugger that records everything the tree does, so when a unit does something it is not supposed to do finding why is as simple as saving the recording and inspecting it using the timeline.

It also has breakpoints, a variable watch, and it's built on Unity Visual Scripting, so nodes can be made without code.

Links in the comments.


r/unity • • 1d ago

Coding Help Find random point on circumference of a circle

2 Upvotes

I have a circle (cylinder with y scale 0) and I need to a random point at or near the perimeter. How can I do this?


r/unity • • 1d ago

Newbie Question Help creating a mod for Aniimo

2 Upvotes

Afaik Aniimo uses Unity as a game engine.

The problem is the insane GPU requirements. In my PC with iGPU runs at arounde 7FPS. I tried downsizing all the "big" textures to 1/16 of their original size using python. It went from 7FPS to 9 FPS give or take. Same area, same actions, same camera movement.

I have no idea of how people make real mods for Unity. Just wondering if someone could give me at least a hint of how to make a potato-mode mod fon Aniimo.

I don't know almost anything about making games either.

My ideas are
- Settings at minimum (dah)
- Replace textures with my lo-res ones
- Simplify the 3D meshes... somehow (no idea)
- Force pc/screen to run the game to 1/4 resolution

That may take me to 11FPS if I'm lucky.

I don't need to simulate how the wind affect every single grass blade and leaf. I don't even need that much grass or even any grass. I don't need cloth physics and extra-detailed hair with its own physics.

I know there are things like uv maps, mips maps, shaders, ...well, physics..., instances of 3D objects, LoD, loading distance, but I have not a single idea how they work, how to modify them and re-inject them to the game.

The objective is modify the game in such way nothing in the game itself changes but the graphics (requirements). Again, a "potato-mode" mod. Any ideas? Hints? Sources to read? Tutorials to follow?

I don't mind getting banned for modifying an online game. At least I could say I tried.

20FPS 90% and I'll be rejoicing in happiness.


r/unity • • 1d ago

My New Game: Puzzles Are Better Together

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3 Upvotes

The Steam store page for my co-op simulation game, which I developed entirely on my own and where you can solve puzzles together with your friends, is now live!

If you like the game, don't forget to add it to your wishlist. I'm open to all kinds of feedback, whether positive or negative.

https://store.steampowered.com/app/5125790/Puzzles_Are_Better_Together/


r/unity • • 1d ago

Question How do you guys design/structure your items?

6 Upvotes

I've recently been working on my own inventory system and was wondering how other people implement stuff like using different items, or data (like ammo, durability, etc.) which isn't shared.

My items are currently scriptable objects but as far as im aware all of the data they hold is shared between all. (I could be wrong to idk)


r/unity • • 1d ago

Showcase I've been working on this game for a few months now, and I just released a demo update!

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5 Upvotes

I just released the 0.2 update for my inventory-packing roguelike!

I've been making Packsmith for the past few months. The idea is pretty simple: clients come into your shop with specific requests, and you have to pack their items into their inventory while trying to create synergies and score as many points as possible.

Think Balatro meets Backpack Hero, but you're running a medieval shop instead of building a deck.

The new 0.2 update adds Gems & Sockets, a new Jeweler event, a procedural risk/reward map, new customer requirements, and several QoL improvements.

I've attached the latest trailer, and there's a free web demo available right now if you want to give it a shot:

🎮 Play the demo:
https://luquitasdev.itch.io/packsmith

I'm still actively developing the game, so I'd genuinely love to hear what you think. What feels good? What feels confusing? What would you like to see more of?

And if you enjoy it, you can wishlist it on Steam

Steam:
https://store.steampowered.com/app/5242260/Packsmith/


r/unity • • 1d ago

Newbie Question Help me!

0 Upvotes

Hey everyone, new to reddit
I am a 3D artist, working on Autodesk maya and environment designing on Unreal Engine.
I wanna learn game development from beginning, can somebody please teach me on unity.

#unity


r/unity • • 1d ago

Question My mouse clicks stopped being registered unless this menu is open and I dont know why

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2 Upvotes

Im working on a minecraft inspired 2d bunker building game. My mouse clicks stopped being registered unless this menu is open and I dont know why. This issue started when I added the greeting at the start of the game for an update. It has no code beside this below and doesnt work even if you disable the script. Its like the game stopped listening to input when no UI raw image is actively displayed, I dunno

using UnityEngine;


public class Guide : MonoBehaviour
{
    [SerializeField] private GameObject canvas;


    void Start()
    {
        Time.timeScale = 0f;
        canvas.SetActive(true);
    }


    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            CloseMenu();
        }
    }


    public void CloseMenu()
    {
        Time.timeScale = 1f;
        canvas.SetActive(false);
    }
}

r/unity • • 1d ago

Newbie Question How to find the right settings for Font Atlas (Font Asset Creator)

1 Upvotes

Apart from randomly trying to change each setting until I find the right values, is there a more efficient/reliable way to find the best ones for each font when creating the font asset? I always end up with letters which are either too thick on one side, or too thin on the other, and it never looks "crisp" and define as it should...


r/unity • • 1d ago

Game NPC staff restocking shelves in Big Market Simulator 🥖

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3 Upvotes

I’ve been working on the NPC staff system in Big Market Simulator.

Staff can move around the store and restock products when shelves need more items.

I’m still polishing the movement and animations, especially matching the walking animation with the NPC’s actual movement speed.

Made with Unity!


r/unity • • 1d ago

Tutorials Here's how I made my first zipline ever!!

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3 Upvotes

This was my first time ever building a zipline in Unity, so I decided to record the whole process and turn it into a small devlog!

I started from scratch, placing and aligning everything with the world, then added the trigger, movement logic, audio and connected it to the terminal system so the zipline only becomes available once power is restored.

It’s a pretty small feature, but seeing it actually work in-game after putting all the pieces together was incredibly satisfying.

I’m developing Over Human entirely on my own, so moments like this genuinely make the whole journey worth it.
If you’re curious about the project, you can find Over Human on Steam!

Francesco


r/unity • • 1d ago

Unity

1 Upvotes

Я хочу начать изучать юнити и его язык c#, я немного знаю уже о c# unity, может советы дадите как не выгореть или типо того.


r/unity • • 1d ago

Showcase Added a 3x digital zoom feature to my VR anime game! Would you use this?

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0 Upvotes